/***************************************************************************** * PokerTH - The open source texas holdem engine * * Copyright (C) 2006-2012 Felix Hammer, Florian Thauer, Lothar May * * * * This program is free software: you can redistribute it and/or modify * * it under the terms of the GNU Affero General Public License as * * published by the Free Software Foundation, either version 3 of the * * License, or (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Affero General Public License for more details. * * * * You should have received a copy of the GNU Affero General Public License * * along with this program. If not, see . * * * * * * Additional permission under GNU AGPL version 3 section 7 * * * * If you modify this program, or any covered work, by linking or * * combining it with the OpenSSL project's OpenSSL library (or a * * modified version of that library), containing parts covered by the * * terms of the OpenSSL or SSLeay licenses, the authors of PokerTH * * (Felix Hammer, Florian Thauer, Lothar May) grant you additional * * permission to convey the resulting work. * * Corresponding Source for a non-source form of such a combination * * shall include the source code for the parts of OpenSSL used as well * * as that of the covered work. * *****************************************************************************/ #include #include #include "session.h" #include "game.h" #include "log.h" #include "guiinterface.h" #include "configfile.h" #include #include #include #include #include #include #include #define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 2000 #define NET_IRC_TERMINATE_TIMEOUT_MSEC 2000 #define NET_DEFAULT_GAME "default" using namespace std; Session::Session(GuiInterface *g, ConfigFile *c, Log *l) : currentGameNum(0), myGui(g), myConfig(c), myLog(l), myGameType(GAME_TYPE_NONE) { myQtToolsInterface = CreateQtToolsWrapper(); } Session::~Session() { terminateNetworkClient(); terminateNetworkServer(); delete myQtToolsInterface; myQtToolsInterface = 0; delete myLog; myLog = 0; } bool Session::init() { myAvatarManager.reset(new AvatarManager( myConfig->readConfigInt("ServerUsePutAvatars") == 1, myConfig->readConfigString("ServerPutAvatarsAddress"), myConfig->readConfigString("ServerPutAvatarsUser"), myConfig->readConfigString("ServerPutAvatarsPassword") )); bool retVal = myAvatarManager->Init( myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("AppDataDir")), myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("CacheDir"))); addOwnAvatar(myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("MyAvatar"))); #ifndef POKERTH_OFFICIAL_SERVER myAvatarManager->RemoveOldAvatarCacheEntries(); #endif return retVal; } void Session::init(boost::shared_ptr manager) { myAvatarManager = manager; } void Session::addOwnAvatar(const std::string &avatarFile) { myAvatarManager->AddSingleAvatar(avatarFile); } void Session::startLocalGame(const GameData &gameData, const StartData &startData) { myGameType = GAME_TYPE_LOCAL; currentGame.reset(); currentGameNum++; myGui->initGui(gameData.guiSpeed); PlayerDataList playerDataList; for(int i = 0; i < startData.numberOfPlayers; i++) { //Namen und Avatarpfad abfragen ostringstream myName; if (i==0) { myName << "MyName"; } else { myName << "Opponent" << i << "Name"; } ostringstream myAvatar; if (i==0) { myAvatar << "MyAvatar"; } else { myAvatar << "Opponent" << i << "Avatar"; } //PlayerData erzeugen // UniqueId = PlayerNumber for local games. boost::shared_ptr playerData(new PlayerData( i, i, i == 0 ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER, PLAYER_RIGHTS_NORMAL, i == 0)); playerData->SetName(myConfig->readConfigString(myName.str())); playerData->SetAvatarFile(myConfig->readConfigString(myAvatar.str())); playerDataList.push_back(playerData); } // EngineFactory erstellen boost::shared_ptr factory(new LocalEngineFactory(myConfig)); // LocalEngine erstellen currentGame.reset(new Game(myGui, factory, playerDataList, gameData, startData, currentGameNum, myLog)); //// SPIEL-SCHLEIFE currentGame->initHand(); currentGame->startHand(); // SPIEL-SCHLEIFE } void Session::startClientGame(boost::shared_ptr game) { currentGameNum++; currentGame = game; } boost::shared_ptr Session::getCurrentGame() { return currentGame; } GuiInterface *Session::getGui() { return myGui; } Session::GameType Session::getGameType() { return myGameType; } boost::shared_ptr Session::getAvatarManager() { return myAvatarManager; } void Session::startInternetClient() { if (myNetClient || !myGui) { assert(false); return; } myGameType = GAME_TYPE_INTERNET; myNetClient.reset(new ClientThread(*myGui, *myAvatarManager, myLog)); bool useAvatarServer = myConfig->readConfigInt("UseAvatarServer") != 0; myNetClient->Init( myConfig->readConfigString("InternetServerAddress"), myConfig->readConfigString("InternetServerListAddress"), // "pokerth.net/serverlist_testing.xml.z", myConfig->readConfigString("ServerPassword"), myConfig->readConfigInt("InternetServerConfigMode") == 0, // true, myConfig->readConfigInt("InternetServerPort"), myConfig->readConfigInt("InternetServerUseIpv6") == 1, myConfig->readConfigInt("InternetServerUseSctp") == 1, useAvatarServer ? myConfig->readConfigString("AvatarServerAddress") : "", myConfig->readConfigString("MyName"), myConfig->readConfigString("MyAvatar"), myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("CacheDir"))); myNetClient->Run(); } void Session::startNetworkClient(const string &serverAddress, unsigned serverPort, bool ipv6, bool sctp) { if (myNetClient || !myGui) { assert(false); return; } myGameType = GAME_TYPE_NETWORK; myNetClient.reset(new ClientThread(*myGui, *myAvatarManager, myLog)); myNetClient->Init( serverAddress, "", myConfig->readConfigString("ServerPassword"), false, serverPort, ipv6, sctp, "", // no avatar server myConfig->readConfigString("MyName"), myConfig->readConfigString("MyAvatar"), myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("CacheDir"))); myNetClient->Run(); myNetClient->SendJoinFirstGame( "", myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1 ); } void Session::startNetworkClientForLocalServer(const GameData &gameData) { if (myNetClient || !myGui) { assert(false); return; } myGameType = GAME_TYPE_NETWORK; myNetClient.reset(new ClientThread(*myGui, *myAvatarManager, myLog)); bool useIpv6 = myConfig->readConfigInt("ServerUseIpv6") == 1; const char *loopbackAddr = useIpv6 ? "::1" : "127.0.0.1"; myNetClient->Init( loopbackAddr, "", myConfig->readConfigString("ServerPassword"), false, myConfig->readConfigInt("ServerPort"), useIpv6, myConfig->readConfigInt("ServerUseSctp") == 1, "", // no avatar server myConfig->readConfigString("MyName"), myConfig->readConfigString("MyAvatar"), myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("CacheDir"))); myNetClient->Run(); myNetClient->SendCreateGame( gameData, NET_DEFAULT_GAME, "", myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1 ); } void Session::terminateNetworkClient() { if (!myNetClient) return; // already terminated myNetClient->SignalTermination(); // Give the threads some time to terminate. if (myNetClient->Join(NET_CLIENT_TERMINATE_TIMEOUT_MSEC)) myNetClient.reset(); // If termination fails, leave a memory leak to prevent a crash. myGameType = GAME_TYPE_NONE; } void Session::clientCreateGame(const GameData &gameData, const string &name, const string &password) { if (!myNetClient) return; // only act if client is running. myNetClient->SendCreateGame( gameData, name, password, myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1 ); } void Session::clientJoinGame(unsigned gameId, const std::string &password) { if (!myNetClient) return; // only act if client is running. myNetClient->SendJoinGame( gameId, password, myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1 ); } void Session::clientRejoinGame(unsigned gameId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendRejoinGame( gameId, myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1 ); } void Session::startNetworkServer(bool dedicated) { if (myNetServer) { assert(false); return; } ServerMode mode; if (dedicated) { #ifdef POKERTH_OFFICIAL_SERVER mode = SERVER_MODE_INTERNET_AUTH; #else mode = SERVER_MODE_INTERNET_NOAUTH; #endif } else { mode = SERVER_MODE_LAN; } myNetServer = ServerManagerFactory::CreateServerManager(*myConfig, *myGui, mode, *myAvatarManager); int protocol = TRANSPORT_PROTOCOL_TCP; if (dedicated && myConfig->readConfigInt("ServerUseWebSocket") == 1) { protocol |= TRANSPORT_PROTOCOL_WEBSOCKET; } if (myConfig->readConfigInt("ServerUseSctp") == 1) { protocol |= TRANSPORT_PROTOCOL_SCTP; } myNetServer->Init( myConfig->readConfigInt("ServerPort"), myConfig->readConfigInt("ServerWebSocketPort"), myConfig->readConfigInt("ServerUseIpv6") == 1, protocol, myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("LogDir")), myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("ServerWebSocketResource")), myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("ServerWebSocketOrigin")) ); myNetServer->RunAll(); } void Session::terminateNetworkServer() { if (!myNetServer) return; // already terminated myNetServer->SignalTerminationAll(); // Give the thread some time to terminate. if (myNetServer->JoinAll(true)) myNetServer.reset(); // If termination fails, leave a memory leak to prevent a crash. } bool Session::pollNetworkServerTerminated() { bool retVal = false; if (!myNetServer) retVal = true; // already terminated else { if (myNetServer->JoinAll(false)) retVal = true; } return retVal; } void Session::sendLeaveCurrentGame() { if (!myNetClient) return; // only act if client is running. myNetClient->SendLeaveCurrentGame(); } void Session::sendStartEvent(bool fillUpWithCpuPlayers) { if (!myNetClient) return; // only act if client is running. myNetClient->SendStartEvent(fillUpWithCpuPlayers); } void Session::sendClientPlayerAction() { if (!myNetClient) return; // only act if client is running. myNetClient->SendPlayerAction(); } void Session::sendGameChatMessage(const std::string &message) { if (!myNetClient) return; // only act if client is running. myNetClient->SendGameChatMessage(message); } void Session::sendLobbyChatMessage(const std::string &message) { if (!myNetClient) return; myNetClient->SendLobbyChatMessage(message); } void Session::sendPrivateChatMessage(unsigned targetPlayerId, const std::string &message) { if (!myNetClient) return; myNetClient->SendPrivateChatMessage(targetPlayerId, message); } void Session::kickPlayer(unsigned playerId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendKickPlayer(playerId); } void Session::resetNetworkTimeout() { if (!myNetClient) return; // only act if client is running. myNetClient->SendResetTimeout(); } void Session::adminActionCloseGame(unsigned gameId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendAdminRemoveGame(gameId); } void Session::adminActionBanPlayer(unsigned playerId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendAdminBanPlayer(playerId); } void Session::kickPlayer(const string &playerName) { if (!myNetClient) return; // only act if client is running. unsigned playerId; if (myNetClient->GetPlayerIdFromName(playerName, playerId)) kickPlayer(playerId); } void Session::startVoteKickPlayer(unsigned playerId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendAskKickPlayer(playerId); } void Session::selectServer(unsigned serverId) { if (!myNetClient) return; // only act if client is running. myNetClient->SelectServer(serverId); } void Session::setLogin(const std::string &userName, const std::string &password, bool isGuest) { if (!myNetClient) return; // only act if client is running. myNetClient->SetLogin(userName, password, isGuest); } void Session::invitePlayerToCurrentGame(unsigned playerId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendInvitePlayerToCurrentGame(playerId); } void Session::acceptGameInvitation(unsigned gameId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendJoinGame( gameId, "", myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1 ); } void Session::rejectGameInvitation(unsigned gameId, DenyGameInvitationReason reason) { if (!myNetClient) return; // only act if client is running. myNetClient->SendRejectGameInvitation(gameId, reason); } void Session::reportBadAvatar(unsigned reportedPlayerId, const std::string &avatarHash) { if (!myNetClient) return; // only act if client is running. myNetClient->SendReportAvatar(reportedPlayerId, avatarHash); } void Session::reportBadGameName(unsigned gameId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendReportGameName(gameId); } void Session::voteKick(bool doKick) { if (!myNetClient) return; // only act if client is running. myNetClient->SendVoteKick(doKick); } void Session::showMyCards() { if (!myNetClient) return; // only act if client is running. myNetClient->SendShowMyCards(); } bool Session::isNetworkClientRunning() const { // This, and every place which calls this, is a HACK. return myNetClient.get() != NULL; } bool Session::isNetworkServerRunning() const { // This, and every place which calls this, is a HACK. return myNetServer.get() != NULL; } ServerInfo Session::getClientServerInfo(unsigned serverId) const { ServerInfo info; if (myNetClient) info = myNetClient->GetServerInfo(serverId); return info; } GameInfo Session::getClientGameInfo(unsigned playerId) const { GameInfo info; if (myNetClient) info = myNetClient->GetGameInfo(playerId); return info; } PlayerInfo Session::getClientPlayerInfo(unsigned playerId) const { PlayerInfo info; if (myNetClient) info = myNetClient->GetPlayerInfo(playerId); return info; } unsigned Session::getGameIdOfPlayer(unsigned playerId) const { unsigned gameId = 0; if (myNetClient) gameId = myNetClient->GetGameIdOfPlayer(playerId); return gameId; } ServerStats Session::getClientStats() const { ServerStats stats; if (myNetClient) stats = myNetClient->GetStatData(); return stats; } unsigned Session::getClientCurrentGameId() const { unsigned id = 0; if (myNetClient) id = myNetClient->GetGameId(); return id; } unsigned Session::getClientUniquePlayerId() const { unsigned id = 0; if (myNetClient) id = myNetClient->GetGuiPlayerId(); return id; } bool Session::getAvatarFile(const MD5Buf &avatarMD5, std::string &fileName) { bool retVal = false; if (myAvatarManager.get()) { string tmpFileName; retVal = myAvatarManager->GetAvatarFileName(avatarMD5, tmpFileName); if (retVal) fileName = myQtToolsInterface->stringToUtf8(tmpFileName); } return retVal; }